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Post by BurnForGame on Jul 16, 2014 15:46:40 GMT -6
Yes, but it was still destroyed when the opponent played their own Field, thus balancing the mechanic. Now, if the opponent of one of those Fields draws their own Field, the advantage generation could still continue unchecked. How is that okay? Wait and see if anything problematic happens before you rage about it. It could do absolutely nothing. Oh, that isn't rage. It's just that it seems less than logical to make this change. I'm really not expecting it to accomplish very much, other than to keep Geartown plays down. Seeing how that's really not relevant anyway right now, it shouldn't matter.
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Post by troza on Jul 17, 2014 2:20:30 GMT -6
I kind of agree with Burn but, let's face it... if 2 decks that need the field are facing each other, you have to draw well so you can use your field latter... and the first that would use the field would be in a big disadvantage.
But, at the same time, fields are more and more for one player only... even with a few bonus for both... so... I guess that it makes sense.
By the way... 2 Gates on the field, do fiend monsters get 600 ATK boost?
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Post by Drillwarrior on Jul 17, 2014 12:08:17 GMT -6
I kind of agree with Burn but, let's face it... if 2 decks that need the field are facing each other, you have to draw well so you can use your field latter... and the first that would use the field would be in a big disadvantage. But, at the same time, fields are more and more for one player only... even with a few bonus for both... so... I guess that it makes sense. By the way... 2 Gates on the field, do fiend monsters get 600 ATK boost? Gates reads All Fiend-Type monsters gain 300 ATK and DEF. Once per turn: You can banish 1 Fiend-Type monster from your Graveyard; discard 1 Fiend-Type monster, then draw 1 card. If there are two face-up both of them are applied. All fiend type monsters gain 600 attack and defense in this case.
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Post by bystander on Jul 17, 2014 12:26:50 GMT -6
Twin gates would be epic. Although the once per tune clause hopefully means you can only use just one of the field spells for draw power.
But also its effect is open to both players as long as they are both running fiends. So if we see a DW vs Archfiend matchup. Both sides get the att boost plus the ability to gates for draw power, same thing can be said for running DW vs Infernity.
Most players are using PWWB to bounce field spells off the field. Might be a temporary relief from a field spell, but since it locks down your opponent's draw that could be a plus.
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Post by ragda on Jul 17, 2014 12:44:13 GMT -6
If you are really concerned about the opponent getting their Field Spell in, try Field Barrier or even Burning Land.
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Post by bystander on Jul 17, 2014 13:05:54 GMT -6
I am not. Most decks don't utilize field spells.
I as just relaying tactics I have seen being used against field spells.
Field barrier is interesting tech though.
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Post by oooxp on Jul 17, 2014 13:08:47 GMT -6
There are plenty of ways to pop a field card, you dont have to worry about it too much.
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Post by troza on Jul 17, 2014 13:21:36 GMT -6
Twin gates would be epic. Although the once per tune clause hopefully means you can only use just one of the field spells for draw power. But also its effect is open to both players as long as they are both running fiends. So if we see a DW vs Archfiend matchup. Both sides get the att boost plus the ability to gates for draw power, same thing can be said for running DW vs Infernity. Most players are using PWWB to bounce field spells off the field. Might be a temporary relief from a field spell, but since it locks down your opponent's draw that could be a plus. Can we use the opponent's Gates for draw power? I don't think so...
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Post by bystander on Jul 17, 2014 13:28:09 GMT -6
Hmm, seems to me some people who were playing a DW mirror against me were wrong.
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Post by ragda on Jul 17, 2014 14:27:12 GMT -6
You can't use an opponent's Field Spell unless it specifies so.
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Post by Drillwarrior on Jul 17, 2014 16:11:49 GMT -6
Twin gates would be epic. Although the once per tune clause hopefully means you can only use just one of the field spells for draw power. What? It has never acted that way, only the player who controls gates can activate the effect of once per turn. The new field spell ruling does not change how field spell's EFFECTS work. It just changes 1 field to 2.
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Post by Ursiel on Jul 17, 2014 20:00:08 GMT -6
I like how no one (at least as far as I've seen) has mentioned that Closed Forest gets better since your opponent can't make use of the 2 fields this way. Nor could they use theirs if they are forced to pop the field on their own turn.
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Post by troza on Jul 18, 2014 2:23:28 GMT -6
I like how no one (at least as far as I've seen) has mentioned that Closed Forest gets better since your opponent can't make use of the 2 fields this way. Nor could they use theirs if they are forced to pop the field on their own turn. Don't say that... I still need one of that to finish my set and this will make it impossible for me to get one via trade in this forum
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Post by bystander on Jul 18, 2014 11:32:59 GMT -6
I like how no one (at least as far as I've seen) has mentioned that Closed Forest gets better since your opponent can't make use of the 2 fields this way. Nor could they use theirs if they are forced to pop the field on their own turn. Field barrier would do the same thing correct?
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Post by BurnForGame on Jul 18, 2014 11:43:07 GMT -6
It would only do half of that. Barrier prevents new Field activations, but if it's destroyed, the opponent can play their Field right away. With Forest, if you have another one in hand, you get to play that before the opponent ever gets a chance to use their Field.
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